Da Black Gobo
04-29-2005, 09:28 AM
Since I have both versions of the game, I thought a comparison between the set would be nice. First off, lets talk about the game itself. MMA has been streamlined from the original, less balanced version. The new version has done away with different terrian factors in favor of different movement bonuses. This makes the game much easier to play and keeps the pace fast and fun. Many of the old cards text delt with terrain. Also the map is much easier to read, and well balanced across the board, while the old map was too busy, and had much of it's focus on the east and west coast. Now let's look at the cards......
Research cards old and new
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X- Fighters: Old just gave the player one tyupe of unit 1 extra point of damage. The new gives you two units with higher defence and the extra point of damage over the regular fighters.
Stabilizer Ray: Old removes all mutations if you damage the monster during the battle. The new only removes one mutation of the ray using players choice.
Molecular Cannon:The old card did 1d6 damage and you rolled to see if the monster mutated or teleported to a random lair. The new card also does 1d6 damage, but automatically teleports to the monster's lair of your choice.
Scientic Analysis: No change except the old card forces the player to choose one monster the card works on. The new card works on any monster if used.
Mecha-Monster: the old has the stats on the research card, while the new has it on it's own special stat card with slider. The old has a 4 defense and 2 attacks while the new has 5 defence and 1 attack.
Guard Commander: The old had the land guard units move 4 and the air 6, the new has the land units move 3, and the air 5.
Fusion Cells: No change.
Defense Satellites: No change.
Cutbacks: the old could use this card at anytime. The new card can only be used on your turn.
Chopper lift: Basically the same card except the new card has the monster losing 1 infamy.
Captain Colossal: The old card was called Super Colossal Guy. The old card had him with 3 defense, and 3 damage. The new Colossal has 4 defence, and 2 damage. Also the new Capt. can cross sea, while the old one can't.
Blonde Lure: The old card had the lure in a city within the monster's move. The new card has the lure adjacent to the monster in any hex.
Antimatter: The old card has monster mutating on a 1 or 2, while the new card has them mutating on a 1 only.
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The following old cards were replaced.
Blob: Player to the right places the blob on one of your bases now. All militry units, bases, city, gaol and infany in that space are destroyed.
Rogue Nuke: Place at one of your bases. Infanite range if launched. Defence 5. Unless knocked down, does 2d6 damage to the monster and mutates it. Destroys all military and city in the space (place Mutation Site marker there).
Laser Mines: Place Mines on two city or base spaces. Any monster attacking a mine space takes 1d6 damage first(remove mine). It also mutates if you roll a 1.
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The new cards are: Laser Fence, 2nd Generation, and Anti-Mutagen. Which are much better balanced than the over powered earlier cards.
Research cards old and new
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X- Fighters: Old just gave the player one tyupe of unit 1 extra point of damage. The new gives you two units with higher defence and the extra point of damage over the regular fighters.
Stabilizer Ray: Old removes all mutations if you damage the monster during the battle. The new only removes one mutation of the ray using players choice.
Molecular Cannon:The old card did 1d6 damage and you rolled to see if the monster mutated or teleported to a random lair. The new card also does 1d6 damage, but automatically teleports to the monster's lair of your choice.
Scientic Analysis: No change except the old card forces the player to choose one monster the card works on. The new card works on any monster if used.
Mecha-Monster: the old has the stats on the research card, while the new has it on it's own special stat card with slider. The old has a 4 defense and 2 attacks while the new has 5 defence and 1 attack.
Guard Commander: The old had the land guard units move 4 and the air 6, the new has the land units move 3, and the air 5.
Fusion Cells: No change.
Defense Satellites: No change.
Cutbacks: the old could use this card at anytime. The new card can only be used on your turn.
Chopper lift: Basically the same card except the new card has the monster losing 1 infamy.
Captain Colossal: The old card was called Super Colossal Guy. The old card had him with 3 defense, and 3 damage. The new Colossal has 4 defence, and 2 damage. Also the new Capt. can cross sea, while the old one can't.
Blonde Lure: The old card had the lure in a city within the monster's move. The new card has the lure adjacent to the monster in any hex.
Antimatter: The old card has monster mutating on a 1 or 2, while the new card has them mutating on a 1 only.
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The following old cards were replaced.
Blob: Player to the right places the blob on one of your bases now. All militry units, bases, city, gaol and infany in that space are destroyed.
Rogue Nuke: Place at one of your bases. Infanite range if launched. Defence 5. Unless knocked down, does 2d6 damage to the monster and mutates it. Destroys all military and city in the space (place Mutation Site marker there).
Laser Mines: Place Mines on two city or base spaces. Any monster attacking a mine space takes 1d6 damage first(remove mine). It also mutates if you roll a 1.
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The new cards are: Laser Fence, 2nd Generation, and Anti-Mutagen. Which are much better balanced than the over powered earlier cards.